Fix pressure damage calculations (#26217)

This commit is contained in:
Kevin Zheng
2024-03-17 21:16:31 -08:00
committed by GitHub
3 changed files with 57 additions and 61 deletions

View File

@@ -224,69 +224,64 @@ namespace Content.Server.Atmos.EntitySystems
pressure = MathF.Max(mixture.Pressure, 1f);
}
switch (pressure)
pressure = pressure switch
{
// Low pressure.
case <= Atmospherics.WarningLowPressure:
pressure = GetFeltLowPressure(uid, barotrauma, pressure);
// Adjust pressure based on equipment. Works differently depending on if it's "high" or "low".
<= Atmospherics.WarningLowPressure => GetFeltLowPressure(uid, barotrauma, pressure),
>= Atmospherics.WarningHighPressure => GetFeltHighPressure(uid, barotrauma, pressure),
_ => pressure
};
if (pressure > Atmospherics.WarningLowPressure)
goto default;
if (pressure <= Atmospherics.HazardLowPressure)
{
// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
_damageableSystem.TryChangeDamage(uid, barotrauma.Damage * Atmospherics.LowPressureDamage, true, false);
// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
_damageableSystem.TryChangeDamage(uid, barotrauma.Damage * Atmospherics.LowPressureDamage, true, false);
if (!barotrauma.TakingDamage)
{
barotrauma.TakingDamage = true;
_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} started taking low pressure damage");
}
if (!barotrauma.TakingDamage)
{
barotrauma.TakingDamage = true;
_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} started taking low pressure damage");
}
_alertsSystem.ShowAlert(uid, AlertType.LowPressure, 2);
}
else if (pressure >= Atmospherics.HazardHighPressure)
{
var damageScale = MathF.Min(((pressure / Atmospherics.HazardHighPressure) - 1) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage);
if (pressure <= Atmospherics.HazardLowPressure)
{
_alertsSystem.ShowAlert(uid, AlertType.LowPressure, 2);
// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
_damageableSystem.TryChangeDamage(uid, barotrauma.Damage * damageScale, true, false);
if (!barotrauma.TakingDamage)
{
barotrauma.TakingDamage = true;
_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} started taking high pressure damage");
}
_alertsSystem.ShowAlert(uid, AlertType.HighPressure, 2);
}
else
{
// Within safe pressure limits
if (barotrauma.TakingDamage)
{
barotrauma.TakingDamage = false;
_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} stopped taking pressure damage");
}
// Set correct alert.
switch (pressure)
{
case <= Atmospherics.WarningLowPressure:
_alertsSystem.ShowAlert(uid, AlertType.LowPressure, 1);
break;
}
_alertsSystem.ShowAlert(uid, AlertType.LowPressure, 1);
break;
// High pressure.
case >= Atmospherics.WarningHighPressure:
pressure = GetFeltHighPressure(uid, barotrauma, pressure);
if (pressure < Atmospherics.WarningHighPressure)
goto default;
var damageScale = MathF.Min((pressure / Atmospherics.HazardHighPressure) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage);
// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
_damageableSystem.TryChangeDamage(uid, barotrauma.Damage * damageScale, true, false);
if (!barotrauma.TakingDamage)
{
barotrauma.TakingDamage = true;
_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} started taking high pressure damage");
}
if (pressure >= Atmospherics.HazardHighPressure)
{
_alertsSystem.ShowAlert(uid, AlertType.HighPressure, 2);
case >= Atmospherics.WarningHighPressure:
_alertsSystem.ShowAlert(uid, AlertType.HighPressure, 1);
break;
}
_alertsSystem.ShowAlert(uid, AlertType.HighPressure, 1);
break;
// Normal pressure.
default:
if (barotrauma.TakingDamage)
{
barotrauma.TakingDamage = false;
_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} stopped taking pressure damage");
}
_alertsSystem.ClearAlertCategory(uid, AlertCategory.Pressure);
break;
default:
_alertsSystem.ClearAlertCategory(uid, AlertCategory.Pressure);
break;
}
}
}
}

View File

@@ -276,7 +276,7 @@ namespace Content.Shared.Atmos
public const float HazardLowPressure = 20f;
/// <summary>
/// The amount of pressure damage someone takes is equal to (pressure / HAZARD_HIGH_PRESSURE)*PRESSURE_DAMAGE_COEFFICIENT,
/// The amount of pressure damage someone takes is equal to ((pressure / HAZARD_HIGH_PRESSURE) - 1)*PRESSURE_DAMAGE_COEFFICIENT,
/// with the maximum of MaxHighPressureDamage.
/// </summary>
public const float PressureDamageCoefficient = 4;

View File

@@ -12,13 +12,14 @@
- type: alarmThreshold
id: stationPressure
upperBound: !type:AlarmThresholdSetting
threshold: 550 # as defined in Atmospherics.cs
threshold: 550 # HazardHighPressure from Atmospherics.cs
lowerBound: !type:AlarmThresholdSetting
threshold: 20 # as defined in Atmospherics.cs
# Actual low pressure damage threshold is at 20 kPa, but below ~85 kPa you can't breathe due to lack of oxygen.
threshold: 85
upperWarnAround: !type:AlarmThresholdSetting
threshold: 0.7
threshold: 0.7 # 385 kPa, WarningHighPressure from Atmospherics.cs
lowerWarnAround: !type:AlarmThresholdSetting
threshold: 2.5
threshold: 1.05 # ~90 kPa
# a reminder that all of these are percentages (where 1 is 100%),
# so 0.01 is 1%,